Historically, numerous gnome scientists have claimed to develop the model for kinematics. As a consequence, it has a number of colloquial names. These names include Tripp's Reactionism, The Cheenk Marble Theorem, and Gabaldi's Frictionless Puck Game Extrapolation. To standardize the theorem's title, it was named Gnomian Physics. However, even this has been contended, as according to Orc anthropologists, Gabaldi's Frictionless Puck Game was invented by Orc tribes living on the ice plains of the Eastlands.
Gnomian physics are a set of laws that describe the forces exerted on mass which cause acceleration. These physics are essential to piloting spacecraft. Below are a number of introductory scenarios in which the application of one of those principles alters the initial state.
A ship at rest, or with its present velocity can accelerate to a new velocity by burning engines prograde.
Ship at rest
Ship receiving an accelerating force
Ship at new velocity
Ships with a velocity can be decelerated until it comes to rest or to a lower velocity. If the decelerating force continues past the point of rest, the ship will begin accelerating in the opposite direction.
Ship in motion
Ship receiving a decelerating force
Ship at rest
Ships at a velocity can alter their course by accelerating in a different direction.
Ship in motion
Ship receiving a lateral accelerating force
Ship with new course
A ship at rest can change the direction of its heading by applying rotational maneuvering thrusters.
Ship at rest
Ship receiving rotational force
Ship rotating
A ship that is rotating can stabilize by applying opposite rotational maneuvering thrusters.
Ship rotating
Ship receiving stabilizing force
Ship with new heading
Traveling between celestial bodies is the most common purpose of space travel. However, to do so reliably, safely, and accurately, one must have an understanding of the behaviors of celestial bodies and the forces they exert upon other objects.
We use the term gravity everyday to describe the force pulling us downward, whether on a planet or a station. However it is essential to spaceflight to remember that all things with mass exert gravity and are effecting by other's gravity. A star will pull on an orbiting planet, but that planet also pulls on the star. As objects move through space, their gravitational attraction causes extraordinary, but thankfully predictable behavior which we can use to plan our voyages.
When an object under a certain velocity and mass approaches another object with a much greater mass, such as that of a planet, gravity causes it to travel in a circle around that massive object. This behavior is called an Orbit. Objects may orbit a shared object, such as multiple planets orbiting the same star. Objects may also orbit objects that are orbiting other, even larger objects, such as a moon orbiting a planet orbiting a star.
Orbits may be adjusted in a number of ways. Burning in the direction of a craft's velocity will widen the orbit and eventually reach escape velocity, at which point it breaks orbit. Burning away from the craft's velocity will tighten the orbit and eventually intersect with the surface. Burning up or down relative to the orbital plane will cause the orbit to incline or decline.
Orbits are best altered when burns occur either at the closest point to the celestial body, or at the farthest point.
Objects in motion through space will generally stay in motion until a force causes a change in their velocity. One such force is the gravitation attraction of a celestial body. When an object approaches another object close enough that it exerts a gravitation force on it, this is called an encounter. Depending on the mass and proximity of the object, this could change course only slightly, however it could also cause an extreme change in the craft velocity to the point that it establishes a new and unintentional orbit. This can be used intentionally to achieve a desired velocity while conserving fuel, and is often called a slingshot or gravity-assist.
Note that passing close to a non-gravitationally significant objects, such as other spacecraft, is called an intercept instead.
To travel to an object which does not exert a significant gravitational force, one must plot an intercept course. This course predicts the object's trajectory and speed and then plots its own trajectory and speed such that the two objects travel will meet in the same point and time.
Since neither object has a gravity well, if neither craft changes course, they will either collide, or pass by. Therefor, if the mission of an intercept course is to dock with its target or engage in combat, then it will need to burn to match its velocity before the intercept occurs.
Since most objects have already found an orbit around their nearest celestial body, and these orbits generally do not change, in order to travel to other destinations, a craft must break an orbit. To break orbit, an object must reach a certain velocity which exceeds the gravitational pull. At this point, the object breaks free, making it possible to encounter other celestial bodies and travel throughout the solar system. It is important to note that if an object breaks free of its local orbit, it may still be under the influence of other more massive objects such as a star.
Contrary to ancient media interpretations of spacecraft, the majority of space travel is spent with the engines off. Once a spacecraft reaches its desired velocity, it no longer needs to use its engines aside from generating power. When engines are activated, this is called a burn. Burns cause a change in a spacecraft's velocity at the expense of engine fuel. Changes in velocity may be for a number of purposes including accelerating toward a destination, or slowing down on approach to an object. Maneuvering thrusters are specialized engines designed to help a craft make other more precise burns.
To navigate a craft to the surface of a celestial body, it must decrease its velocity until its orbit intersects the surface. It is important to note that actually landing without damage on the surface requires that the object have nearly zero velocity when it lands. This can be done partially be allowing air resistance to slow the craft down, however terminal velocity must be further negated with the use of hoglium propulsion, engine burns, or maneuvering thrusters.
To navigate a landed craft into space, it must accelerate away from the surface until either establishes a circular orbit, or exceeds escape velocity to the point that it breaks free of the gravitational influence.
Objects that do not exert a gravitation force are much easier to "land" on. Examples of these objects are carriers, fuel tankers, or space stations. Because they do not cause objects to orbit them, much less fuel is needed to safely decelerate. However, since there is no gravity well to "trap" a spacecraft, more precision is required in order to prevent overshooting the target. First, a spacecraft must plot a course and velocity that will cause it to meet its target. Then, upon intercepting that target, it must burn until their velocities match. From here, it may perform small maneuvers to dock with its target, or alternately launch a smaller craft to dock or land in a hangar.
Fuel is represented by a number of counters on your ship's status sheet. While fuel for powering the engines and thrusters are separate from activating the Zipp Drive in lore, they are treated as synonymous from a gameplay standpoint.
Flying on Fumes - If a ship runs out of fuel, the crew may perform a challenge to get 1 Fuel for an emergency maneuver.
Docking is the act of connecting two spacecraft together through an aperture such as a docking ring, cargo chute, or fuel line for the purpose of transferring personnel, cargo, fuel, or data in vacuum. This is most commonly used by two ships of similar size, or when neither ship has a bay large enough to fit the other. An advantage of docking is that since any exchange of goods or personnel is through pressurized airlocks, and therefor do not require the space around a either ship to be pressurized. However, since docking rings complex and delicate, both ships must hold position perfectly to maintain the connection.
Landing is the act of a ship making contact with a surface for the purpose of loading or unloading of personnel, cargo, fuel, or data. This surface includes terrain, tarmac, and bays. While situations may vary, landing is most commonly done on planet surfaces, large asteroids, and pressurized bays. A significant advantage of landing is that it is more likely to have atmospheric pressurize and have gravity, giving crew greater freedom and comfort when exiting the craft. Landing does not require any exact alignment of apertures.
Mooring is the act of tethering two spaceborn objects together with clamps, struts, or tethers for the purpose of towing, boarding, reorienting, or stabilizing. Mooring tethers are attached to reinforced hardpoints, allowing for a stronger connection capable of withstanding acceleration or preventing a craft from moving independently. For long-term berths or when large ships dock for any period of time, mooring is used to ensure stability.